Hi Michael and all, Well, as I did explain in a previous post I don't have any sound effects of those kind of weapons so I would be coming at this pretty bare. However, please keep in mind I have decided to just drop anything to do with Montezuma's Return/Revenge altogether. The story line, weapons, traps, are all going to change somewhat. As plenty of people have pointed out if this temple has been explored before by other adventurers/explorers they would have left behind things like first aid kits, guns, ammo, or whatever as they met their fait by the hand of the skeleton warriors, rattle snakes, and other monsters inside. From a strictly replay value standpoint I have been repetedly asked to randomly generate monsters, randomly move treasure items around, etc. They only way I could do that is convert the game over to my new engine Genesis 3D which would make it an FPS title. That would totally disappoint those looking for a side-scroller. In short the game is in a mess of a state.
Michael Feir wrote: > One angle here might be fatigue. The more often you swing the sword within a > short time, the slower you can swing it again. I think you should stick to > historical weapons and not go all modern on us. > Michael Feir > Creator and former editor of Audyssey Magazine > 1996-2004 > Check out my blog at: > www.blindspots.net > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
